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想做遊戲但不知從哪開始,Unity能幫你什麼
你大概有過這種時刻:玩了某款遊戲之後,心裡冒出「這我也做得出來」的念頭,於是打開電腦想找一套能開發遊戲的軟體。結果搜尋到的東西不是太專業看不懂,就是下載下來不知道從哪裡開始,連要建一個角色、讓它動起來都找不到按鈕。你只是想先做一個簡單的小遊戲試試看,卻卡在第一步。
如果從程式語言開始學,光是理解變數、迴圈、物件導向就要花上好幾個月,還沒碰到遊戲畫面就先放棄了。就算找到現成的遊戲範例,也常常因為版本不對、缺少素材、不知道怎麼修改而卡住。這類遊戲開發工具的切入點,是把「寫程式」和「做遊戲」之間的距離縮短——用視覺化的編輯器排列場景、拖曳物件、設定參數,需要寫程式的部分再補上程式碼,同時提供大量現成素材和教學資源,讓你能夠從一個小原型開始,逐步做出完整的遊戲。
01Unity能做什麼類型的遊戲?
官方說明指出它同時支援2D和3D開發,包含AI尋路工具、UI系統、物理引擎(Box2D和NVIDIA PhysX)、動畫工具、後製特效等,可以製作各種類型的遊戲。官方也提到可以用於VR、AR、手機、桌機、網頁、電視等多種平台。具體想做什麼類型的遊戲,可以參考官方教學和Asset Store的資源。
02它支援哪些平台發布?
官方說明提到可以發布到25個以上平台,包括手機(iOS、Android)、桌機(Windows、Mac)、遊戲主機、電視、VR、AR和網頁。它的跨平台功能可以「build once and deploy to the largest range」,也就是一次建置就能發布到多個平台。但具體支援哪些平台,建議到官方網站確認最新清單。
03免費版有什麼限制?
官方說明提到「Unity 6 Personal - Free Plan」是免費版本,但資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。超過這個門檻就需要付費方案。免費版包含核心開發平台功能,但可能缺少某些進階功能,建議到官方網站查看免費版與付費版的詳細比較。
04Asset Store是什麼?
sset Store是Unity的資源商店,官方說明提到裡面有「thousands of quality, ready-made assets」,包括資源、工具、擴充功能等,可以加速專案開發。你可以購買或下載免費的素材、外掛、教學資源等。它同時也是社群分享知識的地方,對初學者來說是很好的學習資源。
05Unity Hub是做什麼的?
官方說明提到Unity Hub是用來管理多個Unity Editor安裝、建立新專案、存取你的工作的工具。也就是說,你可以用Unity Hub來安裝不同版本的Unity、切換專案、管理編輯器。它算是Unity開發流程的入口,建議先安裝Unity Hub再開始使用。
06完全沒寫過程式的人適合用嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者之一,而且有「tons of tutorials and ready-made assets」可以引導學習。但Unity本身是專業遊戲引擎,需要學習程式語言(C#)和遊戲開發概念。如果完全沒寫過程式,建議先從官方教學和簡單的2D專案開始,逐步學習。
07獨立開發者適合嗎?
官方說明提到「independent developers and studios」是主要使用者,而且免費版就是為了獨立開發者設計的(收入低於20萬美元)。官方也提到「democratizing ecosystem smashes the time and cost barriers」,意思是降低開發時間和成本門檻。如果你是自己一個人或小團隊開發,Unity的資源和社群應該能提供足夠支援。
08學生或業餘愛好者適合嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者,而且有大量教學資源和免費版可以使用。學生可以用免費版學習遊戲開發,業餘愛好者也可以用它來做自己喜歡的專案。但要注意免費版的收入限制,如果未來你的遊戲開始賺錢且超過20萬美元,就需要升級付費方案。
09不會英文的人用這套軟體會很吃力嗎?
這套軟體的介面語系是英文,官方說明也是英文,所以不會英文的話確實會比較吃力。但Unity有龐大的中文社群和教學資源,網路上有許多中文教學影片和文章。建議可以先從中文教學開始學習,同時慢慢熟悉英文介面。如果完全無法接受英文介面,可能需要考慮其他有中文介面的遊戲引擎。
10我公司收入超過20萬美元,還能用免費版嗎?
根據官方說明,免費版的資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。如果你的公司收入超過這個門檻,就不能使用免費版,需要購買付費方案。建議到Unity官方網站查看最新的授權方案和價格。
11我的電腦還是Windows 7,能用嗎?
官方支援系統包含Windows 7 64位元,所以如果你的電腦是Windows 7 64位元,應該可以安裝使用。但要注意,Windows 7已經停止支援,Unity後續版本可能不再支援Windows 7。建議確認你使用的Unity版本是否支援Windows 7,並考慮升級作業系統以獲得更好的相容性和安全性。
12我只想做簡單的2D小遊戲,用這套軟體會不會太複雜?
Unity支援2D開發,官方說明提到「The app supports both 2D and 3D development with features and functionality for your specific needs across genres」,所以2D遊戲是沒問題的。但Unity本身是專業引擎,功能很多,學習曲線可能比專門的2D遊戲工具(如GameMaker)陡峭。如果你只想做非常簡單的2D遊戲,可以先從Unity的2D教學開始,評估自己是否能接受它的複雜度。
下載與官方連結
UnityDownloadAssistant-2020.2.2f1.exe · 連結指向軟體原廠
版本紀錄
- 2026-10-31 Unity 6000.6.7
- 2026-10-16 Unity 6000.6.6
- 2026-10-02 Unity 6000.6.4
再看 5 筆
- 2026-09-25 Unity 6000.6.3
- 2026-09-22 Unity 6000.6.2
- 2026-09-18 Unity 6000.6.1
- 2026-09-03 Unity 6000.5.11
- 2026-08-26 Unity 6000.5.10
這一版改了什麼
What's new in this version:
Fixes:
- AI: Fix NavMeshAgent oscillates across a point when moving close to edges
- AI: Fixed a crash that occured during building Navmesh from multi-floor multi-area-type source.
- AI: Fixed an editor crash when a mesh used for baking the NavMesh got destroyed.
- AI: Fixed exception when requesting a path with a negative agent type ID.
- Android: Export gradle project failing when using custom base build.gradle only the first time.
- Android: Fix regression in 180 degree rotation reporting.
- Android: Fixed a framebuffer fetch on Adreno issue.
- Android: Fixed an issue where draws after indirect draw result in corrupt geometry on Adreno.
- Android: Fixed issue when Unity Remote system is unable to connect to Android devices due to incorrect adb executable file path.
- Animation: Fixed a crash caused by Avatars in Prefabs.
- Animation: Fixed crash when calling SamplePlayableGraph with Custom Playable
- Asset Bundles: Fixed occasional graphics job related crash when unloading an AssetBundle that contains Shaders
- Asset Import: Fixed "ArgumentOutOfRangeException: StartIndex cannot be less than zero" errors when selecting some specific Models.
- Asset Import: Fixed issue where meshes with no material assigned in FBX files are imported with a transparent material.
- Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter.
- Asset Pipeline: Fixed an issuw where previews of assets using SRP were pink when the pipeline hasn't been persisted.
- Asset Pipeline: Fixed issue where Assertion failed on expression: 'txn.IsBlacklistEmpty()' was being triggered, due to certain checks not happening before a Refresh was deemed completed.
- Audio: In the editor the audio output device is now automatically suspended after a longer duration of inactivity in order to allow the operating system to enter sleep mode. This can be disabled in the audio project settings
- Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.
- Burst: Fixed a failure on linux builds where libdl.so cannot be found.
- Burst: Fixed managed implementation of sub_ss intrinsic.
- Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.
- DX12: Fixed a crash when executing a CommandBuffer that references a deleted RayTracingAccelerationStructure object.
- DX12: Fixed recurring errors in the Console window when using Light Probe mode Off usage and ray tracing.
- DX12: Fixed [D3d12 - "Failed to create a heap!"] message when starting editor in D3D12 mode
- Editor: C# scripts containing instructions in disabled conditional sections that are located before preprocessor directives are now correctly imported.
- Editor: Fixed a crash occurring in the Recent Scenes menu option when a Scene is unloaded in SceneOpenedCallback.
- Editor: Fixed a FileNotFoundException issue when using gzip compression for WebGL on Linux.
- Editor: Fixed an issue that would result in the Unity Editor Update Check window opened in an incorrect state followed by the Editor crashing.
- Editor: Fixed an issue when pop-up windows like Color Picker closed upon clicking them when they were hovered on immediately after opening.
- Editor: Fixed an issue where deselecting floating preview window throws null reference exception and GUI errors.
- Editor: Fixed an issue where SearchField showed a clear button when passed a null search text string.
- Editor: Fixed array element selection being lost after performing undo.
- Editor: Fixed array inspector header not opening a context menu issue.
- Editor: Fixed issue where scene visiblity/picking didn't work with objects in the DontDestroyOnLoad scene.
- Editor: Fixed missing icon size slider in project browser in one column layout.
- Editor: Fixed ReorderableList having wrong label/field width ratio
- Editor: Fixed ReorderableList not being correctly indented while defined in serializable classes and structs
- Editor: Fixed Script Execution Order Add Item drop-down menu in Project Setings was not opening in the Windows Editor when there were over 1000 items, prevents drop down menu item insertion when system limit was reached instead of preventing insertion above 1000 item. (1265757)
- Editor: Fixed spurious memory leak warning when using JobHandle.CombineDependencies() with long-running jobs.
- Editor: Fixed the null reference exception that occurs each time a user game is recompiled.
- Editor: Properly show update check window in the editor on application launch when a new version is available.
- Editor: Reverted fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault.
- Editor: Windows Download Assistant no longer calculates the install size as being the same as the download size
- GI: Fixed a crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper.
- GI: Fixed a crash in progressive lightmapper seam stitching when a mesh containing NaNs was added.
- GI: Fixed an issue wehre the reflection probe encoding was not independent of convolution type on mobile.
- GI: Fixed an issue where realtime textures could be assigned to a customProbe. A warning is now displayed.
- Graphics: Added ability to check equality for SwapChainConfiguration.
- Graphics: Added fast bath for ComputeShader.Begin/EndWrite on Console DX11
- Graphics: CPU optimisation for graphics memory allocation/deallocations.
- Graphics: Disabled Texture MipMap Stripping of Crunch Compressed textures.
- Graphics: Fix targetTexture rendering black screen when changing it in OnPreRender().
- Graphics: Fixed a crash when optimizing Mesh which contained overlapped indices in sub meshes.
- Graphics: Fixed a performance isssue with SRP Batcher ON and very specific highly static batched scene.
- Graphics: Fixed a Player crash with Size overflow in allocator from AllocAndFillInstancedData (hybrid v1).
- Graphics: Fixed an incorrect rendering order issue by the Particle System when using 'Sorting Fudge'.
- Graphics: Fixed an issue where a list of exposed VT formats were out of sync.
- Graphics: Fixed an issue where the Editor text on Mac OSX would randomly become corrupted.
- Graphics: Fixed assert triggered when using RenderTexture with a VT stack.
- Graphics: Fixed cascaded shadows from directional lights suddenly disappearing under certain nearplane/shadow distance constellations. This error was occurring when Stable Fit shadow cascades were used.
- Graphics: Fixed data race on constant buffer data on DX12.
- Graphics: Fixed GLES device leaking texture IDs in some circumstances
- Graphics: Fixed mastertexture limit affecting the miplevel of cubemaps in the player.
- Graphics: Fixed Texture2DArray, CubemapArray and SparseTexture being not supported in batch mode
- Graphics: terrain tree imposters transparency fix on GLES
- Graphics: Using Mesh Compression import setting on non-standard vertex data formats no longer crashes.
- Graphics: [VFX] SRP Batcher issues with VFX Shadow-casters
- IL2CPP: Fix a case where an interface could be incorrectly removed from a type when no .ctor for that type was marked.
- IMGUI: Fixed an issue when Event.mousePosition value was not updated throughout the drag operation while dragging assets in scene.
- IMGUI: Fixed the text cursor becoming invisible if an exception was thrown from inside of SelectableLabel.
- Kernel: Print info about which allocator Unity engine is using.
- License: Client can now parse latest PACL
- License: Fixed license validation when serial number is empty on macOS
- Linux: Fixed an issuw with Invalid window layouts crashing the editor when loaded.
- Linux: Fixed game controller and joystick serial numbers
- macOS: Fixed Apple silicon DTK freezing when running Unity.
- Networking: UnityWebRequest: fix possible data corruption in UploadHandlerFile
- Package: The Post-Processing package has been updated to version 3.0.1. See package change log for full details.
- Package Manager: Fixed an issue on startup where assets in immutable packages could be incorrectly logged as having been modified.
- Package Manager: Fixed an issue when a user switches an account and the package list refresh the new assets, a null ref exception occured.
- Package Manager: Fixed the issue where TextFields added to Package Manager window as extensions being set to readonly by default.
- Package Manager: Recommend update to latest version for packages that is not part of the Unity registry and packages that are in preview.
- Particles: Fixed inspector switching from multi edit mode to single edit whilst making changes.
- Physics: Added a missing property tooltips for Physics 2D project setting properties of "Gizmos" and "Layer Collision Matrix".
- Physics: Ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector.
- Physics: Ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity.
- Physics: Ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback.
- Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out.
- Physics: Fixed an issue where OnCollision events wer not happening when the listening script was added to a GameObject after the ArticulationBody component.
- Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings.
- Playables: Fixed crash in playable graphs when multiple notification receivers callbacks exist and change the source playable graph in a destructive manner
- Prefabs: Fixed a distorted UI for Prefab override comparison window when a changed component is selected.
- Prefabs: Fixed a regression preventing both required component and the dependent from both being removed from a prefab instance.
- Prefabs: Fixed collection of direct dependencies on Prefabs
- Prefabs: Fixed lost reference issues when applying added GameObject from context menu.
- Prefabs: Improved error handling when loading broken prefab files
- Profiler: Fixed a situation when Profiler remains active even with Profiler window closed in play mode.
- Profiler: Fixed an issue where Hierarchy Views randomly collapsed (i.e. hiding their children) parts of the sample tree when Editor Only samples were present in a frame and the "Collapse EditorOnly Samples" option was turned on (default setting is on).
- Profiler: Fixed an issue where the Profiler connection dropdown was not showing multiple players running on the same machine.
- Profiler: Fixed CPU Module Detailed view sorting when search field is active
- Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior.
- Scene Manager: Allow scenes to be saved to packages from the save panel.
- Scripting: Added an option to disable Signed Assembly version validation.
- Scripting: DEVELOPMENT_BUILD is included in Assembly define list when EditorUserBuildSettings.development is set to true
- Scripting: Fix minor documentation issue in Player Settings for Get/SetAdditionalCompilerArgumentsForGroup.
- Scripting: Fixed a compilation problem when using Reference assemblies and an assembly has compiler errors, some dependent assemblies might not get recompiled
- Scripting: Fixed a StackOverflow isue when building player in certain cases.
- Scripting: Fixed crash during Domain Reloads after modifying scripts.
- Serialization: Ensure that SerializedProperty.DataEquals works consistently even on fields prior to an alignment boundary.
- Serialization: Fixed crash in player due to corruption in GlobalGameManager caused by usage of UIToolkit package under specific scenario.
- Shaders: Exposed Render Queue control on the Standard shader
- Shaders: Fixed allocator errors due to orphaned memory when canceling a build during shader compilation.
- Shaders: Fixed an Editor failurs due to shader compiler communication issues when using some VPN solutions.
- Shaders: Fixed bad GLSL code generation on some cases accessing loop inductor inside the loop.
- Shaders: Fixed missing shader warnings when getting the shader variant from cache server.
- Shaders: Fixed missing shared compiler warnings when targeting GL/Vulkan/Metal/Switch.
- SpeedTree: Fixed an issuw where the button would not appear in Mesh Renderer and LOD Group component inspector if Unity detected wrong SpeedTree shader is used (for instance Nature/SpeedTree8 shader is used for meshes that come from SpeedTree 7 assets, and vice versa), and will correct them if clicked
- UI: Add option to not activate the inputfield on selection. Helpful for controller based platforms where navigating to items is required to navigate UI.
- UI: Fallback to non SRP when rendering uGUI's profiler rerender even if SRP is in use.
- UI: Fixed an issue where OnDrop callback was not being called when using a TouchScreen.
- UI: Fixed an issue where the tiling and offset were no longer applied at the material level.
- Universal Windows Platform: Fixed a rare crash within TouchScreenKeyboard caused by a race condition
- Universal Windows Platform: Fixed Backspace and Selection not working properly on Xbox and HoloLens
- Universal Windows Platform: Fixed old TouchScreenKeyboard and XAML forms from being used in XAML HoloLens apps
- Universal Windows Platform: Fixed TouchScreenKeyboard immediately hiding on Xbox One when focusing an InputField
- Version Control: Fixed a crash on initial script recompilation when script tried to checkout assets
- Video: [macOS][iOS][tvOS] Fixed a Video Player lags issue when Playback Speed is changed.
- Virtual Texturing: Fixed a crash that occured during tile extraction of invalid virtual texture stacks.
- WebGL: Fixed a bug where calling unityInstance.Quit() from JavaScript would not let JS VM garbage collect away the Unity game instance.
- WebGL: Fixed a memory error crash when using the "Convert To Entity" component.
- Windows: Fixed an issue where the full Windows 10 version including edition, build (with UTR) Version, and architecture was not logged when running the editor for diagnosis.
- XR: Updated the com.unity.xr.legacyinputhelpers to 2.1.7 package. Fixes automation compilation error when URP and HDRP are in the same project and fix for isolation compilation.
API Changes:
- Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
Changes:
- Asset Import: When Meshes have no material defined in the imported file, the ModelImporter will now assign the default material to them rather than creating a 'No name' material sub-asset.
- Burst: Preserve the frame pointer when debugging is enabled to aid debugging.
- Package Manager: com.unity.purchasing updated to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).
- Timeline: Updated Timeline package to version 1.4.5
- UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
Improvements:
- Graphics: Improved handling of VirtualTexturing enabled state outside of the player settings UI
- WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference